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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
901

Från skroll till klick: Nycklarna till effektiva Instagram-annonser för unga vuxna med tekniskt intresse / From scroll to click: The keys to effective Instagram ads for young adults with a tech interest

Flodin Jakobsson, Sarah, Lindblom, Clara January 2024 (has links)
Denna studie undersöker effekten av designelement samt strategier och dess påverkan av klickfrekvensen (CTR) på Instagram bland unga vuxna med ett intresse för teknik. Genom att använda både kvantitativa enkäter och kvalitativa fokusgrupper, baserade på tidigare forskning och teori inom digital marknadsföring, klickfrekvens, personanpassning, designelement samt strategier, syftar studien till att identifiera vilka designelement och strategier som kan öka användarens engagemang och därmed klickfrekvensen. Resultaten från studien bekräftar att annonser som är noggrant anpassade med fokus på visuella och interaktiva element som färgsättning, layout, text och dynamiskt innehåll, i betydande grad förbättrar användarinteraktionen. Även om studien bekräftar att välutformade, personanpassade annonser är kritiska för framgångsrik digital marknadsföring riktad mot unga vuxna med tekniskt intresse, lyfter den även fram hur avgörande noggrann analys av användardata och beteendemönster är för att optimera annonsernas effektivitet. Slutsatsen drar att personanpassade och visuellt tilltalande Instagram-annonser spelar en avgörande roll i att locka och engagera denna målgrupp trots deras begränsning. / This study looks at how elements of design and strategies affect the click-through rate (CTR) on Instagram for young adults interested in technology. Using both quantitative surveys and qualitative focus groups, based on previous research in digital marketing, click-through rates, personalization, strategies and design elements, the aim is to find out which strategies and design elements increase user engagement and click-through rates. The results show that ads tailored with visual and interactive features like color schemes, layout, text, and dynamic content greatly improve user interaction. The study confirms that well-designed, personalized ads are essential for effective digital marketing targeted at young adults with a tech interest. It also emphasizes the importance of analyzing user data and behavior patterns to make ads more effective. The conclusion is that personalized and visually appealing Instagram ads are key to attracting and engaging this audience, despite some limitations.
902

Designing a Digital Tool for Inclusive Communication in Recruitment : Developing a User Centred Web Application to Promote Learning

Wall, Hanna January 2024 (has links)
Having diversity at companies comes with many benefits, such as outperforming other companies due to having more perspectives. In Sweden's tech industry, diversity is lacking in many ways. There are several reasons, but one contributing factor is that we are biased. Bias is the tendency to prefer or dislike something without a valid reason. It is often unconscious and can be found in job ads. Having biases in job ads can make competent people avoid applying for jobs for which they are qualified. The wording in job ads plays a huge difference in getting diverse applicants.  This master’s thesis, conducted in the spring of 2024 in collaboration with Tromb focuses on developing a proposition of a new digital prototype for the NoBias tool. The tool aims to promote inclusive communication by using AI and machine learning, and the primary users are people working within recruitment. The NoBias project wants to contribute to increasing diversity in the Swedish tech industry. The current NoBias tool is a website where text can be analysed to identify biased words or phrases based on age, gender, and ethnicity. Then, the tool suggests a new text that is more inclusive, which the user can use. This master’s thesis centres around creating an interface that analyses the text and promotes learning of biases to make the user more aware of biases. The interface should be norm- creative, inclusive and easy to use.  To create the proposition of the interface, the design thinking process was used as the framework, containing the phases: empathise, define, ideate, prototype and test. Users were involved in all the process phases to get new perspectives and feedback regularly. The usability framework was applied to create the user experience by conducting user tests throughout the design process. To create an accessible interface, the WCAG guidelines were applied.  The project resulted in a digital interface consisting of a dashboard with an overview of the learning progress and the effect of using the tool to motivate the user to learn. On the dashboard, an overview of the documents is provided, and the user can either create a new document or upload a document that can be analysed. The text gets analysed in the document view, where words or phrases that contain bias get highlighted in the document, and a box with more information about the bias appears. The box contains information about why using that word or phrase is problematic and the benefit of using a more inclusive formulation. The user gets to create a better alternative with guidance from the prototype to promote learning of biases.  To ensure the robustness and inclusivity of the NoBias tool, I strongly recommend conducting extensive user testing on the final prototype. This user testing should involve a diverse range of users to gather a broad perspective. Additionally, I emphasise the importance of adhering to the WCAG accessibility guidelines during the development of the prototype to ensure that the NoBias tool is inclusive and can be used by everyone. / Att ha mångfald inom företag kommer med många fördelar, såsom att prestera bättre än andra företag på grund av att de har fler perspektiv. I Sveriges tech-industri saknas mångfald på många plan. Det finns flera anledningar till det, men en bidragande faktor är att vi är bias. Bias är tendensen att föredra eller ogilla något utan en giltig anledning. Det är ofta omedvetet och kan finnas i jobbannonser. Att ha bias i jobbannonser kan göra att kompetenta personer undviker att ansöka till jobb de är kvalificerade till. Formuleringar i jobbannonser spelar stor roll för att få bredd bland sökande.  Denna masteruppsats, genomförd våren 2024 i samarbete med Tromb, fokuserar på att utveckla en ny digital prototyp för NoBias-verktyget. Verktyget syftar till att främja inkluderande kommunikation genom att använda AI och maskininlärning, och de primära användarna är personer som arbetar inom rekrytering. NoBias-projektet vill bidra till att öka mångfalden i den svenska tech-industrin. Det nuvarande NoBias-verktyget är en webbsida där text kan analyseras för att identifiera ord eller fraser som är bias baserat på ålder, kön och etnicitet. Sedan föreslår verktyget en ny text som är mer inkluderande, som användaren kan använda. Denna masteruppsats fokuserar på att skapa ett nytt gränssnitt som analyserar texten och främjar lärande om bias för att göra användaren mer medveten om bias. Gränssnittet ska vara normkreativt, inkluderande och lätt att använda.  För att skapa förslaget till gränssnittet användes design thinking-processen som ramverk, innehållande faserna: empatisera, definiera, idégenerera, prototypa och testa. Användare var involverade i alla faser för att få nya perspektiv och regelbunden feedback. Användbarhetsramverket tillämpades för att skapa användarupplevelsen genom att genomföra användartester under hela designprocessen. För att skapa ett tillgängligt gränssnitt följdes WCAG-riktlinjerna.  Projektet resulterade i ett digitalt gränssnitt bestående av en hemskärm med en översikt över utvecklingen av lärande och effekten av att använda verktyget för att motivera användaren att vilja lära. På hemskärmen ges en översikt över dokumenten, och användaren kan antingen skapa ett nytt dokument eller ladda upp ett dokument som kan analyseras. Texten analyseras i dokumentvyn, där ord eller fraser som innehåller bias markeras i dokumentet, och en ruta med mer information dyker upp. Rutan innehåller information om varför det är problematiskt att använda ordet eller frasen och fördelen med att använda en mer inkluderande formulering. Användaren får skapa ett bättre alternativ med vägledning från prototypen för att främja lärande om bias.  För att säkerställa kvalitén och inkluderingen av NoBias-verktyget rekommenderar jag starkt att genomföra omfattande användartester av den slutliga prototypen. Dessa användartester bör involvera mångfald av användare för att få ett brett perspektiv. Jag föreslår att följa WCAG-riktlinjerna under utvecklingen av prototypen för att säkerställa att NoBias-verktyget är inkluderande och kan användas av alla.
903

Web Migration Revisited: Addressing Effort and Risk Concerns

Heil, Sebastian 25 February 2021 (has links)
Web Systems are widely used and accepted due to their advantages over traditional desktop applications. Modernization of existing non-Web software towards the Web, however, is a complex and challenging task due to Legacy System characteristics. Independent Software Vendors are struggling to commence Web Migration because of the involved effort and risk. Through systematic field research and problem analysis, this situation is further analyzed, deriving a set of requirements that represent the effort and risk concerns and are used to assess the state of the art in the field. Existing Web Migration research exhibits gaps concerning dedicated approaches for the initial phase and feasibility of the proposed strategies with limited resources and expertise. This thesis proposes a solution to address the shortcomings above and support Independent Software Vendors to commence Web Migration, focusing on effort and risk. The main idea is to provide a set of dedicated solutions to close the identified gaps in the form of a methodology and a supporting toolsuite that transfer paradigms successfully solving similar problems in other areas of computer science into the Web Migration domain. These solutions constitute the proposed approach called Agile Web Migration for SMEs (AWSM), consisting of methods, tools, principles, and formalisms for reverse engineering, risk management, customer impact control, and migration strategy selection. The thesis describes the research on the devised ideas in the context of a collaboration project with an Independent Software Vendor. Applicability and feasibility of the concepts are demonstrated in several evaluation experiments, integrating empirical user studies and objective measurements. The thesis concludes with an evaluation based on requirements assessment and application of the solutions in the application scenario, and it provides an outlook towards future work.:1 Introduction 2 Requirements Analysis 3 State of the Art 4 Addressing Effort and Risk Concerns in Web Migration 5 AWSM Reverse Engineering Method 6 AWSM Risk Management Method 7 AWSM Customer Impact Control Method 8 Evaluation 9 Conclusion and Outlook / Web-basierte Software-Systeme werden weithin verwendet und akzeptiert aufgrund ihrer Vorteile gegenüber traditionellen Desktopanwendungen. Die Modernisierung von Nicht-Web-Software zu Web-Software stellt jedoch wegen der Charakteristika von Legacy-Systemen eine komplexe und herausfordernde Aufgabe dar. Unabhängigen Softwareproduzenten (Independent Software Vendors) fällt es schwer, Web Migration zu initiieren aufgrund des damit einhergehenden Aufwands und Risikos. Durch systematische Primärerhebungen und Problemanalyse wird diese Situation weitergehend untersucht und eine Reihe von Anforderungen abgeleitet, welche die Aufwands- und Riskobedenken repräsentieren und verwendet werden, um den Stand der Technik in diesem Gebiet zu bewerten. Existierende Web Migration Forschung weist Mängel hinsichtlich von dedizierten Ansätzen für die initiale Phase und der Machbarkeit der vorgeschlagenen Strategien mit begrenzten Ressourcen und begrenzter Expertise auf. Diese Dissertation schlägt eine Lösung für die oben ausgeführten Mängel vor, um unabhängige Softwareproduzenten bei der Initiierung einer Web Migration zu unterstützen, welche sich auf ihre Bedenken bezüglich des Aufwands und Risikos fokussiert. Die Grundidee ist es eine Sammlung von dedizierten Lösungen für die identifizierten Mängel in Form einer Methodologie und einer Reihe von unterstützenden Werkzeugen anzubieten, welche Paradigmen, die erfolgreich ähnliche Probleme in anderen Gebieten der Informatik lösen konnten, in die Web Migration Domäne transferieren. Diese Lösungen ergeben den vorgeschlagenen Ansatz, Agile Web Migration for SMEs (AWSM), welcher aus Methoden, Werkzeugen, Prinzipien und Formalismen für Reverse Engineering, Riskomanagement, Customer Impact Control und Migrationsstrategieauswahl bestehen. Die Dissertation beschreibt die Forschung an den im Rahmen einer Industriekooperation mit einem unabhängigen Softwareproduzenten entwickelten Ideen. Anwendbarkeit und Machbarkeit der Konzepte werden in mehreren Evaluationsexperimenten, welche empirische Nutzerstudien mit objektiven Messungen verbinden, demonstriert. Die Dissertation schließt mit einer bewertenden Evaluation basierend auf den Anforderungen und auf dem Einsatz der Lösungen im Anwendungsszenario, sowie einem Ausblick auf weiterführende Arbeiten.:1 Introduction 2 Requirements Analysis 3 State of the Art 4 Addressing Effort and Risk Concerns in Web Migration 5 AWSM Reverse Engineering Method 6 AWSM Risk Management Method 7 AWSM Customer Impact Control Method 8 Evaluation 9 Conclusion and Outlook
904

Taktile Interaktion auf flächigen Brailledisplays

Prescher, Denise 14 December 2016 (has links) (PDF)
Für den Zugang zu grafischen Benutzungsoberflächen (GUIs) stehen blinden Menschen so genannte Screenreader und Braillezeilen zur Verfügung. Diese ermöglichen zwar das nicht-visuelle Wahrnehmen textueller Inhalte, allerdings kein effektives Arbeiten mit bildlichen Darstellungen. Neuartige taktile Flächendisplays können eine geeignete Lösung für den interaktiven Zugang zu tastbaren Grafiken darstellen und somit die Interaktionsmöglichkeiten blinder Benutzer im Umgang mit grafischen Anwendungen bereichern. Beispielsweise erlauben derartige Geräte nicht nur das Erkunden räumlicher Anordnungen, sondern darüber hinaus auch die kombinierte Ausgabe von Braille, Grafik und semi-grafischen Elementen. Um die deutlich größere Menge an gleichzeitig darstellbaren Informationen beherrschbar zu machen, sind neben entsprechenden Inhaltsaufbereitungen und Navigationsmechanismen auch geeignete Orientierungshilfen bereitzustellen. Im Rahmen der vorliegenden Arbeit wurde am Beispiel der BrailleDis Geräte der Metec AG, welche eine taktile Ausgabefläche von 120 mal 60 Stiften bereitstellen, untersucht, inwieweit flächige Brailledisplays blinden Menschen eine effektive und effiziente Bedienung grafischer Benutzungsoberflächen ermöglichen. Neben dem Zugang zur GUI selbst sowie dem Lesen von Texten stellt dabei insbesondere das Arbeiten mit Grafiken einen wichtigen Aspekt dar. Um die Bedienung auf einem taktilen Flächendisplay zu erleichtern, ist eine konsistente Organisation der Inhalte hilfreich. Hierfür wurde ein neuartiges taktiles Fenstersystem umgesetzt, welches die Ausgabe nicht nur in mehrere disjunkte Bereiche unterteilt, sondern auch verschiedene taktile Darstellungsarten unterstützt. Zur Systematisierung der Gestaltung und Evaluation derartiger taktiler Benutzungsoberflächen sowie der darin stattfindenden Benutzerinteraktionen wurde zunächst eine Taxonomie erarbeitet. Dabei wurden neben der Interaktion selber, welche durch die Ein-und Ausgabe sowie die Handbewegungen des Benutzers beschrieben werden kann, auch die Benutzerintention in Form von taktilen Elementaraufgaben sowie die technischen Spezifikationen des Geräts mit einbezogen. Basierend auf der Taxonomie wurden anschließend relevante Aspekte identifiziert, welche in mehreren Benutzerstudien mit insgesamt 46 blinden und hochgradig sehbehinderten Menschen untersucht wurden. Die betrachteten Untersuchungsfragen betrafen dabei einerseits die Effektivität der Ausgabe in Form verschiedener taktiler Ansichtsarten sowie die Eingabe und Erkundung durch den Benutzer, andererseits auch Aspekte zur Effizienz konkreter Interaktionstechniken. Als Ergebnis der einzelnen Studien wurden abschließend konkrete Empfehlungen zur Umsetzung von Benutzungsoberflächen auf flächigen Brailledisplays gegeben. Diese beinhalten insbesondere Aspekte zur Ergonomie von taktilen Flächendisplays, zur Anzeige von textuellen Inhalten, zur Darstellung und Interaktion mit grafischen Inhalten sowie zu Orientierungshilfen. Insgesamt konnte mit Hilfe der Benutzerstudien gezeigt werden, dass flächige Brailledisplays blinden Menschen einen effektiven und effizienten Zugang zu grafischen Benutzungsoberflächen ermöglichen. Verschiedene taktile Darstellungsarten können dabei das Lösen unterschiedlicher Aufgaben unterstützen. Generell erfordert die flächige Interaktion vom Benutzer allerdings auch die Erweiterung seiner konventionellen Erkundungs-und Eingabestrategien. Die Bereitstellung neuartiger Interaktionstechniken zur Unterstützung der Orientierung kann die Effizienz zusätzlich steigern. / Blind people normally use screen readers as well as single-lined refreshable Braille displays for accessing graphical user interfaces (GUIs). These technologies allow for a non-visual perception of textual content but not for an effective handling of visual illustrations. Novel two-dimensional tactile pin-matrix devices are an appropriate solution to interactively access tactual graphics. In this way, they can enrich the interaction possibilities of blind users in dealing with graphical applications. For instance, such devices enable the exploration of spatial arrangements and also combine output of Braille, graphics and semi-graphical elements. To make the high amount of simultaneously presented information perceivable and efficiently usable for blind users, an adequate preparation of content as well as adapted navigation and orientation mechanisms must be provided. In this thesis the BrailleDis devices of Metec AG, which have a tactile output area of 120 times 60 pins, were used. The goal was to investigate to what extent large pin-matrix devices enable blind people to use graphical user interfaces effectively and efficiently. Access to the GUI itself, reading text, and dealing with graphics are the main aspects of the application area of such devices. To facilitate the operation on a two-dimensional pin-matrix device a consistent organization of the content is helpful. Therefore, a novel tactile windowing system was implemented which divides the output area into multiple disjunctive regions and supports diverse tactile information visualizations. Moreover, a taxonomy was developed to systematize the design and evaluation of tactile user interfaces. Apart from interaction that can be described by input and output as well as hand movements, the taxonomy includes user intention in terms of interactive task primitives and technical specifications of the device. Based on the taxonomy, relevant aspects of tactile interaction were identified. These aspects were examined in multiple user studies with a total of 46 blind and visually impaired participants. The following research topics were considered during the user studies: 1. the effectiveness of diverse tactile view types (output), 2. user input and exploration, and 3. the efficiency of specific interaction techniques. As a result, practical recommendations for implementing user interfaces on two-dimensional pin-matrix devices were given. These recommendations include ergonomic issues of physical devices as well as design considerations for textual and graphical content as well as orientation aids. In summary, the user studies showed that two-dimensional pin-matrix devices enable blind people an effective and efficient access to graphical user interfaces. Diverse tactile information visualizations can support users to fulfill various tasks. In general, two-dimensional interaction requires the extension of conventional exploration and input strategies of users. The provision of novel interaction techniques for supporting orientation can help to increase efficiency even more.
905

The digital nudge : A study of the design principles in digital nudging and it´s presence on ascendant online stores / Den digitala knuffen : En studie av designprinciper inom digital nudging och deras närvaro på dominerande nätbutiker

Delden, Anna, Persson, Ellen January 2018 (has links)
Digital nudging is a relatively new phenomenon that is increasingly mentioned and demanded in human-computer interaction. The concept originates from behavioral economics and aims to help individuals make better decisions that are beneficial to the individual as well as the society, by making subtle changes to the environment in which the decision is made. Nudging implies to pushing people in the right direction and affecting them in different types of decision making. Digital nudging aims at applying the user interface design element to guide people's decisions in digital environments. This thesis presents a study of digital nudging in the form of the six design principles in the user interface of e-commerce sites through the method cognitive walkthrough. It is based on theories of mainly digital nudging but also persuasive design and user experience with connections to psychological aspects. The conclusion of the study has shown that principles in digital nudging exists in e-stores interfaces. The study aims to develop frameworks for an alternative way of implementing digital nudging and to contribute to more knowledge in the field. / Digital nudging är ett relativt nytt fenomen som blir allt mer omtalat och efterfrågat inom människa-datorinteraktion. Begreppet har sitt ursprung från beteendeekonomi och syftar till att få individer att ta bättre beslut som är gynnsamma för den enskilda individen såväl som samhället, genom att göra subtila ändringar i den miljön där beslutet fattas. Nudging innebär att knuffa individer i rätt riktning och att på så sätt påverka individer i olika beslutsfattanden. Digital nudging avser tillämpning av designelement i användargränssnittet för att påverka människors beslutsfattande i digitala miljöer. Studien presenterar en undersökning av de sex designprinciperna inom digital nudging och hur de påträffas i e-butikers användargränssnitt genom metoden kognitiv genomgång. Undersökningen grundar sig på teorier om digital nudging och relaterad forskning som övertygande design och användarupplevelse med kopplingar till psykologiska aspekter. Slutsatsen av studien har visat att designprinciper inom digital nudging förekommer i e-butikers gränssnitt. Studien syftar till att ta fram ramverk för ett alternativt sätt att implementera digital nudging och för att bidra till mer kunskap inom området.
906

Visuell hierarki och läsmönster : en studie om kontrast, storlek och positionering

Sova, Jemi, Karim, Bobby January 2013 (has links)
Syftet med denna uppsats är att identifiera den mest effektiva egenskapen av en text eller sida för att uppnå visuell hierarki, som är ett verktyg för att få det önskade flödet av uppmärksamhet i en sida eller webbsida genom att ge vissa element en viss vikt i kontrast, storlek och placering. Vi vill ge en möjlighet för vidare forskning snarare än att ge en slutsats som ger ett slutgiltigt svar på frågeställningarna. Det finns fler sätt att manipulera text för att uppnå önskad visuell hierarki men vi valde de vanligaste. Detta arbete är baserat på ett experiment som görs på 50 deltagare med ett onlinefrågeformulär och tre självgjorda bilder där vi kan utvärdera resultaten, jämföra dem med andra teorier och beräkna den mest effektiva uppmärksamhetsgivaren. Vi har också utvecklat en hypotes om vad resultatet kommer att visa. Vår studie föreslår att kontrasten i färg kan vara den viktigaste faktorn för att uppnå och upprätthålla visuell hierarki. / The purpose of this paper is to identify the most effective property of a text or a page to achieve visual hierarchy, which is a tool for getting the desired flow of attention in a page or a web page by giving certain elements a degree of weight in contrast, size and positioning.We want to give an opportunity for further research rather than an absolute conclusion of how it really is. There are more ways to manipulate text to achieve the desired visual hierarchy but we choose the most common. This paper is based on an experiment involving 50 participants with an online questionnaire and three self-made pictures where we will evaluate the results, compare them with other theories and calculate the most effective enhancer of attention. We have also developed a hypothesis on what the results will show. Our study proposes that contrast in color might be the most important factor to achieve and maintain visual hierarchy.
907

A comparison of the effects of mobile device display size and orientation, and text segmentation on learning, cognitive load, and user perception in a higher education chemistry course

Karam, Angela Marie 27 August 2015 (has links)
This study aimed to understand the relationship between mobile device screen display size (laptops and smartphones) and text segmentation (continuous text, medium text segments, and small text segments) on learning outcomes, cognitive load, and user perception. This quantitative study occurred during the spring semester of 2015. Seven hundred and seventy-one chemistry students from a higher education university completed one of nine treatments in this 3x3 research design. Data collection took place over four class periods. The study revealed that learning outcomes were not affected by the mobile screen display size or orientation, nor was working memory. However, user perception was affected by the screen display size of the device, and results indicated that participants in the sample felt laptop screens were more acceptable for accessing the digital chemistry text than smartphone screens by a small margin. The study also found that neither learning outcomes, nor working memory was affected by the text segmentation viewed. Though user perception was generally not affected by text segmentation, the study found that for perceived ease of use, participants felt medium text segments were easier to learn from than either continuous or small test segments by a small margin. No interaction affects were found between mobile devices and text segmentation. These findings challenge the findings of some earlier studies that laptops may be better for learning than smartphones because of screen size, landscape orientation is better for learning than portrait orientation in small screen mobile devices, and meaningful text segments may be better for learning than non-meaningful, non-segmented, or overly segmented text. The results of this study suggest that customizing the design to the smartphone screen (as opposed to a one-size-fits-all approach) improves learning from smartphones, making them equal to learning from laptops in terms of learning outcomes and cognitive load, and in some cases, user perspective. / text
908

Smartphone Evaluation Heuristics for Older Adults

Calak, Piotr 20 February 2013 (has links)
Age-related physical and cognitive changes hinder the ability of older adults to operate smartphones. While many user interface (UI) heuristics exist today, there is a need for an updated set designed specifically to assess the usability of mobile devices for an older audience. Smartphone evaluation heuristics for older adults based on age-related changes in vision, hearing, attention, memory and motor control were developed in this thesis by analyzing literature on age-related physical and cognitive changes impacting smartphone usability. Support for heuristics was found by gathering information on how older adults use cell phones through interviews and an online survey. It was demonstrated that strength of support for some heuristics increases with age. The evaluated heuristics provide usability practitioners and designers with a framework for evaluating the usability of smartphones for older adults.
909

Designing an intelligent home environment

Masvosve, Thomas 02 1900 (has links)
While a lot of efforts have been on outdoor intelligent systems, internal living environment system that suits the occupancy’s behaviour has not received much attention. The intelligent living environment designed in this study has three components; the physical world (environment), the database and the decision maker. The study sought to design a model that senses ever changing home conditions such as lights, doors and windows. Other variables that were looked at include, but not limited to the number of people in the room and inside thermodynamics and human activity. Global information such as temperature, gas or electricity usage and time of the day will also be received by the system through various sensing facilities. The information will be sent to a rules engine for a decision on an appropriate action to be taken. The action may include just turning off the lights, in the case of a mild abnormality or a high alert to an emergency response unit in a most severe case. The study proposes a context aware and proactive neural networks control system to control a living environment with a main focus on the aged citizens living alone. The proposed living environment was not developed to an actual or “mock” building containing a representation of subset of sensors, actuators and controllers as used in the actual systems due to lack of funding. However, the study will report on the modelling and simulation of the home system variables based on the chosen Artificial Intelligent technique using MATLAB/SIMULINK. These results indicate a possibility of implementing the designed living environment to increase the resident’s security. / Electrical and Mining Engineering / M. Tech. (Engineering: Electrical)
910

A Feasibility Map-Based Framework and Its Implementation for Selection in Engineering Design

Nandhini Devi, N January 2015 (has links) (PDF)
A pragmatic method for selecting components and devices from a database or parameterized models is developed in this thesis. The quantitative framework presented here is sufficiently general to accommodate an entire device assembly, a component, or a sub-assembly. The details pertaining to a device or a component are classified into three sets of variables: (i) user-specifications, s (ii) device parameters, p , and (iii) device characteristics, c . Functional, practical, and performance-related attributes that a user can provide comprise user-specifications. Since, most often, a specification cannot be specified as a single number, we allow the user to enter a range with lower and upper bounds. Device parameters comprise the geometry and material properties, and device characteristics include functional requirements and performance criteria. Thus, for a device, all its functional and utility attributes are contained in the union of sets s and c , whereas the geometry and the material properties are in set p . The equations governing the physical behavior of the device are written in terms of s , p , and c . These equations may sometimes be readily available; when they are not, it may be necessary to formulate them as required. By solving the governing equations along with the inequalities that arise from the lower and upper bounds on s , we obtain feasible ranges on p and c . Then, for any pair of device characteristics, a 2D feasible map is drawn, to visually portray the consequences of user-specifications. If the feasible map is null, small, or large, it indicates that the user-specifications are infeasible, stringent, or there is much scope for design, respectively. This can be inferred even before the designs are considered. Juxtaposed on the feasible map are points or lozenges corresponding to the quantitative attributes of the entries in the database. The ones that lie inside the feasible map can be reckoned as meeting the user-specifications and thus, enabling selection. On the other hand, if there is no database or none of the devices in the database lie inside the feasible map, we can identify the feasible ranges of all the design parameters for every point inside the feasible map. This information is useful to the designer to redesign and arrive at feasible designs by using parameterized models of the device. A Graphical User Interface (GUI) is developed to facilitate the user-interaction. The utility of the selection framework is demonstrated with a variety of case-studies including miniature pumps, heat pulse-based soil-moisture sensors, springs, flywheels, compliant mechanisms, micromechanical suspensions, etc. The latter two use kineto-elastic characteristics of deformable components. The framework, when used for materials selection, can be seen as an extension of Ashby’s materials selection method. This is also illustrated with two examples.

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